Large Celestial, Lawful Good
Armor Class 19 (natural armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft., fly 90 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws CON +9, WIS +10, CHA +10
Skills Perception +11
Damage Resistances Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 120 ft., Passive Perception 19
Languages All, Telepathy 120 ft.
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Shadow Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 4d8 necrotic damage (included in the attack).

Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:

At will: detect evil and goodDissonant Whispers, Fog Cloud

3/day each: Zephyr StrikeBlur, Darkness, Misty Stepinvisibility (self only), Bane

1/day each: insect plagueBestow Curse, Fear

Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects.

Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Multiattack. The planetar makes two greatsword attacks, they may replace one attack with a strength drain.

Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 4) slashing damage plus 18 (4d8) necrotic damage.

Strength Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 18 (4d8) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

Monster Tags: Angel

RCGrimshaw

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